Majesco Entertainment and Zumba Fitness Extend Partnership for Interactive Entertainment

Majesco Entertainment and Zumba Fitness Extend Partnership for Interactive 
EDISON, NJ -- (Marketwired) -- 06/10/13 --  Majesco Entertainment
Company, an innovative provider of video games for the mass market
(NASDAQ: COOL), and Zumba Fitness(R), a global lifestyle brand that
fuses fitness, entertainment and culture into an exhilarating
dance-party workout, announced today that the companies have agreed
to extend their partnership for interactive entertainment products
across a variety of platforms through 2016.    
"We brought our first Zumba game to market in holiday 2010, and since
then have sold more than 9 million units of Zumba franchise titles,"
said Jesse Sutton, chief executive officer, Majesco Entertainment.
"The Zumba brand continues to grow and attract new consumers given
its strong physical and emotional benefits. With our renewed
partnership, we will look forward to building upon our success to
date with exciting new experiences across current and emerging
entertainment platforms." 
"Majesco Entertainment has proven to be an invaluable partner to
Zumba over the years -- from their passion for the brand to great
forward thinking in the technology space," said Alberto Perlman,
co-founder and CEO of Zumba Fitness. "We are very excited about the
cutting edge Zumba games they are working on. Their commitment to the
success of our Zumba instructors is second-to-none and we are
thrilled to be a part of this incredible ride, now and in the
The next franchise release, Zumba(R) Fitness World Party, is expected
to launch this October on Kinect(TM) for Xbox 360(R), Wii U(TM) and
Wii(TM), and later this year on Xbox One(R), the all-in-one games and
entertainment system from Microsoft. Majesco also recently announced
Zumba(R) Dance, the first ever motion-based fitness experience for
mobile tablets that lets you take the dance-fitness party with you,
anywhere you go. The app is slated to launch this summer. 
 Majesco Entertainment Company is
a provider of video games for the mass market. Building on more than
20 years of operating history, the company is focused on developing
and publishing a wide range of casual and family oriented video games
on all leading console and handheld platforms as well as mobile
devices. Product highlights include Zumba(R) Fitness and Cooking
Mama(TM). Majesco is headquartered in Edison, NJ and the company's
shares are traded on the Nasdaq Stock Market under the symbol: COOL.
More info can be found online at or on Twitter at 
 Zumba Fitness(R) is a global lifestyle brand
that fuses fitness, entertainment and culture into an exhilarating
dance-party workout. Coined "fitness-parties," Zumba classes blend
upbeat world rhythms with easy-to-follow choreography, which provide
effective, total-body workouts. Founded in 2001, the company is now
the largest branded fitness program in the world--reporting more than
14 million weekly class participants, in over 140,000 locations,
across more than 185 countries. In addition to its original Zumba(R)
program, the company also offers a range of specialty classes,
including Zumba Gold(R) (for active older adults), Zumba(R) Toning
(body-sculpting class that uses maraca-like Toning Sticks), Aqua
Zumba(R) (the ultimate "pool party" workout), Zumbatomic(R) (Zumba
routines for kids), Zumba Sentao(TM) (chair-based Zumba class that
strengthens, balances and stabilizes the core) and Zumba(R) in the
Circuit (a 30-minute workout that combines signature Zumba(R) moves
with circuit training at timed intervals). The Zumba(R) fitness
lifestyle is rounded out by the company's many consumer product
offerings, including DVD sets, music collections, multi-seasonal
apparel and footwear, video games, Fitness-Concert(TM) events and a
lifestyle magazine. For more information about Zumba Fitness programs
and products, or to find a live class, visit and find us on
Facebook and Twitter.  
 Certain statements contained herein are "forward-looking
statements" within the meaning of the Private Securities Litigation
Reform Act of 1995, Section 27A of the Securities Act of 1933, as
amended, and Section 21E of the Securities Exchange Act of 1934, as
amended. These forward-looking statements may be identified by
reference to a future period(s) or by the use of forward-looking
terminology, such as "may," "will," "intend," "should," "expect,"
"anticipate," "estimate" or "continue" or the negatives thereof or
other comparable terminology. The Company's actual results could
differ materially from those anticipated in such forward-looking
statements due to a variety of factors. These factors include but are
not limited to, the demand for our products; our ability to complete
and release our products in a timely fashion; competitive factors in
the businesses in which we compete; continued consumer acceptance of
our products and the gaming platforms on which our products operate;
fulfillment of orders preliminarily made by customers; adverse
changes in the securities markets and the availability of and costs
associated with sources of liquidity. The Company does not undertake,
and specifically disclaims any obligation, to release publicly the
results of any revisions that may be made to any forward-looking
statements to reflect the occurrence of anticipated or unanticipated
events or circumstances after the date of such statements. 
Danitra Alomia
Reverb Communications
(209) 586-1495 x115 
Rebecca Keesee
(209) 586-1495 x108 
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